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Arngrim level 3 Neutral

Character Name Alignment Player

Diva (3) Not set Not set


Character Level Deity Homeland Campaign

Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod Temp. Temp.


Name Score Modifi HP
Hit Points
9 Movement
STR
Strength
14 +2 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
16 +3
Wounds / Curent HP

CON 12 +1 Initative 3 3 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
13 +1 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 9 =DEX 3 +3 +3
WIS 8 -1 Bardic
Wisdom
Performanc x Appraise 1 =INT 1 +0 +0

CHA
x Artistry 1 =INT 1 +0 +0
Charisma
17 +3 Power 2
x Bluff 3 =CHA 3 +0 +0
x Climb 2 =STR 2 +0 +0
AC
Armor Class
18 =10+ 4 + 0 + 3 + 0 + 0 + 0 + 1
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 1 =INT 1 +0 +0
x Craft (b) 1 =INT 1 +0 +0
Touch AC 14 Flat Footed AC 14
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 3 =CHA 3 +0 +0
FortitudeConstitution
3 = 1 + 1 + 0 + 1 + Disable Device* =DEX + +
x Disguise 3 =CHA 3 +0 +0
Reflex 7 = 3 + 3 + 0 + 1 +
Dexterity x Escape Artist 3 =DEX 3 +0 +0

Will 3 = 3 + -1 + 0 + 1 +
Fly 3 =DEX 3 +0 +0
Wisdom

Handle Animal 6 =CHA 3 +3 +0


Spell Energy Heal -1 =WIS -1 +0 +0
B.A.B. 2 Resistance Resistance
x Intimidate 3 =CHA 3 +0 +0
CMB 4 = 2 + 2 + 0 + 0 x Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering)* =INT + +
CMD 18 =10+ 2 + 2 + 3 + 0 + 1 x Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Bastard sword (Masterwork) x Knowledge (local) 8 =INT 1 +3 +4
Critical Type Range Ammo
x Knowledge (nature)* =INT + +
19-20/x2 S x Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+5 1d10 +3 x Knowledge (religion)* =INT + +
Weapon x Linguistics* =INT + +
Shortbow x Lore* =INT + +
Critical Type Range Ammo x Perception 5 =WIS -1 +3 +3
20/x3 P 60 ft. x Perform (a) 9 =CHA 3 +3 +3
Attack Damage x Perform (b) 3 =CHA 3 +0 +0
+5 1d6 +1 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride 6 =DEX 3 +3 +0
Critical Type Range Ammo x Sense Motive -1 =WIS -1 +0 +0
x Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
x Stealth 9 =DEX 3 +3 +3

Weapon
Survival 4 =WIS -1 +3 +2
Swim 2 =STR 2 +0 +0

Critical Type Range Ammo


x Use Magic Device* =CHA + +
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Elven

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Chain shirt (Masterwork) 4 Armor 0 20% 25 lbs.

Totals 4 0 20% 25 lbs.

Feats Versatile Performances Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Oratory (Diplomacy, Sense Motive) Ale 8


Dodge Other Specials
Arrows, common (20) 20 Headband Qty. lbs.

Nature Soul Countersong


Shield Proficiency Devastating Aura Backpack, masterwork 1
Weapon Proficiency, Exotic: Bastard Distraction Bedroll Eyes Qty. lbs.
1
sword
Famous
Weapon Proficiency, Simple Blanket 1
Fascinate
Shoulders Qty. lbs.
Inspire Courage +1 Compass 1
Prima Donna Firewood (per day) 5
Neck Qty. lbs.
Kit, mess 1

Lamp, celestial 1
Chest Qty. lbs.
Map 1

Outfit, Traveler's 1
Body Qty. lbs.

Potion of Cure light 3

Rations, trail 14
Belt Qty. lbs.

Rope, spider's silk (50 ft.) 1

Saddle, riding 1
Wrist Qty. lbs.

Saddlebags 2

Tent, medium 1
Hands Qty. lbs.

Waterskin 1

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Skilled

Background Traits

Tongue of Many Towns (Knowledge


and Linguistics)
Armor Expert

Light 66 lbs. or less Lift Over 175 lbs.


Load Head PP 0 Experience Points
GP 50
Medium 67-133 lbs. Lift Off 350 lbs.
Load Ground
SP 5 Next Level
Heavy
Load
134-200 lbs. Drag or
Push
875 lbs. CP 5 9,000 (Medium Progression)
Bard Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 3 (4) - - - - -

Spontaneous Caster Spell Use Tracker

Level 1

Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC

Know Direction Divination instantaneous; 1 standard action personal 13

Light Evocation 10 min./level; 1 standard action touch none no 13

Mage Hand Transmutation concentration; 1 standard action close (25 ft. + 5 ft./2 levels) none no 13

Mending Transmutation instantaneous; 10 minutes 10 ft. Will negates yes 13

Open/Close Transmutation instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 13

Prestidigitation Universal 1 hour; 1 standard action 10 ft. see text see text no 13

Known Spell Level 1 School Duration Cast time Range/Area Save SR DC

Comprehend Languages Divination 10 min./level; 1 standard action personal 14

Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 14

Read Weather Divination instantaneous; 1 minute personal 14

Share Language Divination 24 hours; 1 standard action touch Will negates yes 14
Spell Descriptions (A-Z)
COMPREHEND LANGUAGES

School: Divination
Level: bard 1, cleric/oracle 1, sorcerer/wizard 1, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, psychic 1, mesmerist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, M/DF (pinch of soot and salt)
Range: personal
Targets: you
Duration: 10 min./level;
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily
impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is
magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal
messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

CURE LIGHT WOUNDS

School: Conjuration (healing)


Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 2, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum
+5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

KNOW DIRECTION

School: Divination
Level: bard 0, druid 0, shaman 0, occultist 0, psychic 0
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: instantaneous;
When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which
"north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again
within moments if you don't find some external reference point to help you keep track of direction.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LIGHT

School: Evocation
Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Descriptor: light
Casting time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Targets: object touched
Duration: 10 min./level;
Saving Throw: none
Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light
level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of
normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active
at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent
(through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or
lower spell level.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MAGE HAND

School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Duration: concentration;
Saving Throw: none
Spell Resistance: no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MENDING

School: Transmutation
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 10 minutes
Components: V, S
Range: 10 ft.
Targets: one object of up to 1 lb./level
Duration: instantaneous;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the
object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be
repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or
less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

OPEN/CLOSE

School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S, F (a brass key)
Range: close (25 ft. + 5 ft./2 levels)
Targets: object weighing up to 30 lbs. or portal that can be opened or closed
Duration: instantaneous;
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as
a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors,
chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

PRESTIDIGITATION

School: Universal
Level: bard 0, magus 0, sorcerer/wizard 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S
Range: 10 ft.
Area: see text
Effect: see text
Targets: see text
Duration: 1 hour;
Saving Throw: see text
Spell Resistance: no
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical
effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil
items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of
spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are
extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other
spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

READ WEATHER

School: Divination
Level: bard 1, cleric/oracle 1, druid 1, ranger 1, witch 1
Casting time: 1 minute
Components: V, S, F (a set of marked sticks or bones worth at least 25 gp)
Range: personal
Targets: you
Duration: instantaneous;
This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and
so on. This forecast reveals only the weather that would arise naturally, and does not take into account any magical occurrences that might change
the weather.
Section 15 Copyright Notice: Pathfinder Campaign Setting: Inner Sea Gods Copyright 2014, Paizo Publishing, LLC

SHARE LANGUAGE
School: Divination
Level: bard 1, cleric/oracle 2, druid 2, sorcerer/wizard 2, occultist 2, psychic 1, mesmerist 1
Casting time: 1 standard action
Components: V, S, M (a page from a dictionary)
Range: touch
Targets: creature touched
Duration: 24 hours;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to
the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you
know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in
whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental
capacity to grasp an actual language it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions
coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a
temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or
guesswork. Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually
carry out these instructions could require negotiation, threats, or outright bribery.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

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